Пример #1
0
    private MorphVertex GetVertexByClick(MorphTriangle triangle, Vector3 clickPoint)
    {
        float distance1 = Vector3.Distance(triangle.Vertex1.Vertex, clickPoint);
        float distance2 = Vector3.Distance(triangle.Vertex2.Vertex, clickPoint);
        float distance3 = Vector3.Distance(triangle.Vertex3.Vertex, clickPoint);

        if (distance1 < distance2 && distance1 < distance3)
        {
            return(triangle.Vertex1);
        }
        if (distance2 < distance1 && distance2 < distance3)
        {
            return(triangle.Vertex2);
        }
        if (distance3 < distance1 && distance3 < distance2)
        {
            return(triangle.Vertex3);
        }
        return(triangle.Vertex1);
    }
Пример #2
0
    /// <summary>
    /// 创建变形动画
    /// </summary>
    private void GenerateMorphAnimation()
    {
        GUI.backgroundColor = Color.cyan;
        if (GUILayout.Button("Generate Morph Animation"))
        {
            Mesh mesh = Instantiate(_meshFilter.sharedMesh);
            mesh.name = _meshFilter.sharedMesh.name + "(Morph)";
            string path = "Assets/" + mesh.name + ".asset";
            AssetDatabase.CreateAsset(mesh, path);
            AssetDatabase.SaveAssets();
            Mesh meshAsset = AssetDatabase.LoadAssetAtPath(path, typeof(Mesh)) as Mesh;

            //生成蒙皮网格组件
            _skinnedMeshRenderer = _meshFilter.transform.GetComponent <SkinnedMeshRenderer>();
            if (_skinnedMeshRenderer)
            {
                DestroyImmediate(_skinnedMeshRenderer);
            }
            _skinnedMeshRenderer                = _meshFilter.transform.gameObject.AddComponent <SkinnedMeshRenderer>();
            _skinnedMeshRenderer.hideFlags      = HideFlags.HideInInspector;
            _skinnedMeshRenderer.sharedMesh     = meshAsset;
            _skinnedMeshRenderer.rootBone       = _meshFilter.transform;
            _skinnedMeshRenderer.sharedMaterial = _meshRenderer ? _meshRenderer.sharedMaterial : null;
            _skinnedMeshRenderer.enabled        = true;

            //生成网格碰撞器
            MeshCollider mc = _meshFilter.transform.GetComponent <MeshCollider>();
            if (mc)
            {
                DestroyImmediate(mc);
            }
            mc            = _meshFilter.transform.gameObject.AddComponent <MeshCollider>();
            mc.sharedMesh = meshAsset;
            mc.enabled    = true;

            //生成变形动画组件
            MorphAnimation ma = _meshFilter.transform.GetComponent <MorphAnimation>();
            if (ma)
            {
                DestroyImmediate(ma);
            }
            ma           = _meshFilter.transform.gameObject.AddComponent <MorphAnimation>();
            ma.IsApprove = true;
            //处理顶点
            ma.Vertexs = new List <MorphVertex>();
            List <int> repetitionVertices = new List <int>();
            for (int i = 0; i < meshAsset.vertices.Length; i++)
            {
                EditorUtility.DisplayProgressBar("请稍等", "处理顶点(" + i + "/" + meshAsset.vertices.Length + ")......", 1.0f / meshAsset.vertices.Length * i);

                if (repetitionVertices.Contains(i))
                {
                    continue;
                }

                List <int> verticesGroup = new List <int>();
                verticesGroup.Add(i);

                for (int j = i + 1; j < meshAsset.vertices.Length; j++)
                {
                    if (meshAsset.vertices[i] == meshAsset.vertices[j])
                    {
                        verticesGroup.Add(j);
                        repetitionVertices.Add(j);
                    }
                }
                ma.Vertexs.Add(new MorphVertex(_meshFilter.transform.localToWorldMatrix.MultiplyPoint3x4(meshAsset.vertices[i]), verticesGroup));
            }
            //处理三角面
            List <int> allTriangles = new List <int>(meshAsset.triangles);
            ma.Triangles = new List <MorphTriangle>();
            for (int i = 0; (i + 2) < allTriangles.Count; i += 3)
            {
                EditorUtility.DisplayProgressBar("请稍等", "处理三角面(" + i + "/" + allTriangles.Count + ")......", 1.0f / allTriangles.Count * i);

                MorphVertex   mv1 = GetVertexByIndex(ma.Vertexs, allTriangles[i]);
                MorphVertex   mv2 = GetVertexByIndex(ma.Vertexs, allTriangles[i + 1]);
                MorphVertex   mv3 = GetVertexByIndex(ma.Vertexs, allTriangles[i + 2]);
                MorphTriangle mt  = new MorphTriangle(ma.Triangles.Count, ref mv1, ref mv2, ref mv3);
                ma.Triangles.Add(mt);
            }
            //默认生成一条骨骼(根骨骼)
            Transform[] bones     = new Transform[1];
            Matrix4x4[] bindPoses = new Matrix4x4[1];
            GameObject  go        = new GameObject("BoneRoot");
            go.AddComponent <MorphBone>();
            go.GetComponent <MorphBone>().hideFlags = HideFlags.HideInInspector;
            go.hideFlags = HideFlags.HideInHierarchy;
            bones[0]     = go.transform;
            bones[0].SetParent(_skinnedMeshRenderer.transform);
            bones[0].localPosition     = Vector3.zero;
            bones[0].localRotation     = Quaternion.identity;
            bindPoses[0]               = bones[0].worldToLocalMatrix * _skinnedMeshRenderer.transform.localToWorldMatrix;
            _skinnedMeshRenderer.bones = bones;
            _skinnedMeshRenderer.sharedMesh.bindposes = bindPoses;
            EditorUtility.ClearProgressBar();


            if (_meshFilter.transform.GetComponent <Collider>() != null)
            {
                _meshFilter.transform.GetComponent <Collider>().enabled = false;
            }
            if (_meshRenderer)
            {
                _meshRenderer.enabled   = false;
                _meshRenderer.hideFlags = HideFlags.HideInInspector;
            }
            DestroyImmediate(_meshFilter);
        }
    }